// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float random (in float _x) { return fract(sin(_x)*1e4); } // Based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (in float _x) { float i = floor(_x); float f = fract(_x); float u = f * f * (3.0 - 2.0 * f); return mix(random(i), random(i + 1.0), u); } float box(in vec2 _st, in vec2 _size){ _size = vec2(0.5) - _size*0.5; vec2 uv = smoothstep(_size, _size+vec2(0.001), _st); uv *= smoothstep(_size, _size+vec2(0.001), vec2(1.0)-_st); return uv.x*uv.y; } float cross(in vec2 _st, float _size){ return box(_st, vec2(_size,_size/4.)) + box(_st, vec2(_size/4.,_size)); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); // To move the cross we move the space vec2 translate = vec2(cos(noise(u_time)*3.1415*2.0), sin(noise(u_time)*3.1415*2.0)); st += translate*0.35; // Show the coordinates of the space on the background // color = vec3(st.x,st.y,0.0); // Add the shape on the foreground color += vec3(cross(st,0.25)); gl_FragColor = vec4(color,1.0); }